a series of little documentation pics I created while working on a stage3D (AS3 / AIR on Android/ iOs). Its a tank game like battle city. I did manage to write an export option for sparrow / starling for their bitmap font and sprite sheet in shoebox. A font test For a collision detection I was trying out some ideas I drew…
round 25 of klunk verses the cut..... so being a stubborn fool ::smiley: I decided the way forward was to write my own cutting routines as the max sdk ones are so flakey. So I create a testing modifier so I can well test them... but to test the test modifier i thought I would use the buggy max cut routines and if to prove…
Not sure if this is the place to ask for quick advice, but it is the project I'm currently working on. I'm working on figuring out taking my Hi-Res Sculpt and making it into something usable in a game. Right now I'm hung up on transferring maps from the zBrush sculpt to the Maya Model. So far I have the basic process…
hooray!!!! looks amazing trebor :D looks way cooler than mine haha the big questions I have are if you can bake AO and VertexColor in the same 'bake' or something like that. Like when i tried to do it, I had it create another XML if you had vertexcolor on so you don't have to set all those goofy settings yourself. Not that…
Substance Designer file parser in python. The tool combs an entire Substance library, pulls important information directly from the XML, and then creates a database text file. Eventually the tool will have a UI that allows you to edit these things. This is the current info I am pulling out of a Substance File: sbs_start…
(almost) finished... now we have a framework (python modules, max files via filein, C# dll file for max) where we can run the same python program with python GUI in 18 different flavors of max (2011 - 9.0) and maya (2011 - 2008) both 32 and 64 bit. (still working on 8.5 - we still have clients who use this :/ ) Now we have…
@RumbleSushi: A web game for a big US company, I am a the developer for this game. The project starts in 3 weeks but I prototyped in advance to convince the directors on the project to go with tech solution instead of a tile based iso engine. My main reason for this was to have more unique graphics (no tile patterns, long…
Thank you :D Ok, so I've added a Load button with a menu option to choose a Library Folder to Load. It then displays this name in the titlebar of the UI. I'm not zipping files anymore currently, just because of possible lag time when loading alot of objects/compressing, and other issues. I set it up to use Object Names…
UDK provide some Tone Mapping setting, but nothing dynamic. So these last two days I tried to create something that read the Luminosity of the screen and then update the tone map scale of the Ubershader node. Here is the result : [ame="http://www.youtube.com/watch?v=IxFWP_VJpOM"]UDK | EXIL | Dynamic tone mapping -…
@Vailias Cheers man, that is really helpful! I am using something quite similar to this as well. I'm currently messing around to make the moss look more like, well, moss. I also added a mask to make sure not the entire surface is moss. The normal map blending feels wrong on paper, but somehow I dig the effect, might look…